So I was thinking about the different Fighter Charges, and maybe loosen up some of the restrictions for them.

This is how they are now;

Anphillia Genesis Forum wrote:As the Fighter reaches High Epic Levels she can preform some spectacular feats on the battlefield. All these Charges are special abilities that involve some offensive use of the Fighters Shield, like bashing down an opponent with it.So all these Charges require that the Fighter has a Shield equipped.

These feats are called Charges.

Currently there are two different Charges available - Bullrush and Tornado.

You will get feats that represent these abilities.Bullrush will be on Player Tool 1. (Called Charge)Tornado will be on Player Tool 2 (Called Charge).

Once you activate a Charge on a Target a series of checks will take place.

If you used this ability once this day, nothing happeneds. If the Target is invalid or not a Creature, nothing happeneds. If the Target isn't Hostile, nothing happeneds. If the Target is Immune to Knockdown, nothing happeneds. (Bullrush only) If the Fighter has no Melee Weapon equipped, nothing happeneds.If the Fighter has no Shield equipped, nothing happeneds. If the Target is too far away, nothing happeneds. If the Fighter has no Line of Sight to the Target, nothing happeneds. If the Fighter stand 1 meter higher or lower than the Target, nothing happeneds. If the Fighter is physically or mentally disabled at the moment, nothing happend.

Worth pointing out is that your "Use A Day" will only be lost if you preform the actual Charge.

Assuming all this checks out, the following will happened, depending on which ability you use.

Bullrush

Component(s): V

Range: 25 meters

Save: None

Immunity Type: Knockdown

Area of Effect/Target: Single

Duration: 1 Second + 1 Second for every 10h Fighter Level

Description:The Fighter charges towards her opponent at amazing speed, seemingly attacking in the blink of an eye. The Fighter will jump towards the Target and knocks down the Target for the Duration.

Tornado

Component(s): V

Range: 25 meters

Save: None

Immunity Type: Knockdown Partial

Area of Effect/Target: 6 Meter Radius

Duration: 3 Second + 1 Second for every 10h Fighter Level

Description:The Fighter charges towards her opponent at amazing speed, seemingly attacking in the blink of an eye. The Fighter will jump towards the Target and preforms an Improved Whirlwind attack, hitting and knocking down all Targets within the AoE. Targets immune to Knockdown will not fall, but will still be hurt.All and any bonus added to Whirlwind attack will apply.

Enjoy!

-TheMothMan

Now these Fighter Charges are a lot of fun and a core ability for most Fighters, mostly in PvP but they are awesome in PvE as well.I went a bit hard on the requirements back in the day, because this was a totally new feature to the game and I had no real way of knowing how it would pan out from a balance perspective.Now that it turns out they are fairly balanced as far as abilities goes, I wanted to loosen up the rules around them a bit to make them a bigger part of the game.My suggestion is to make them available to Fighters with 2 Handed Weapons as well, i.e removing the Shield requirement.

I think it might cause the host to get busy handing out rebuilds to most of those 'Than" builds and other few chargers. Unless monks will still not be permitted to "charge" next to an enemy.

It will also open up many possibilities of "Crit" builds and the few chargers to take advantage of the exploit; charging at any near by enemy, after being hit by a hellball, cancels the being knocked down from the hellball. It's bad enough to have a charger doing it but a crit build is techniquely 2-3 hits on a caster = dead unless they've enough con to need 3-4 hits instead... xD

It'll be to hard to catch people doing this... so I can see a lot of players possible getting away with using this exploit just to avoid defeat.

Add9k wrote:I think it might cause the host to get busy handing out rebuilds to most of those 'Than" builds and other few chargers. Unless monks will still not be permitted to "charge" next to an enemy.

It will also open up many possibilities of "Crit" builds and the few chargers to take advantage of the exploit; charging at any near by enemy, after being hit by a hellball, cancels the being knocked down from the hellball. It's bad enough to have a charger doing it but a crit build is techniquely 2-3 hits on a caster = dead unless they've enough con to need 3-4 hits instead... xD

It'll be to hard to catch people doing this... so I can see a lot of players possible getting away with using this exploit just to avoid defeat.

Why make it easier to give players the possibility of exploiting?

A valid concern.Maybe you're right, maybe they would be become too powerful with Charge and lets say a x4 Crit Scythe.It is a really powerful PvP ability even as it is now.

I posted a fix for the Hellball-Fighter Charge bug on this forum a few weeks back.Here.I guess no one added it.I will look into it.

To fit what I see is a Fighter Charge, I would say have to have a shield, seems to me the point of it is to be using your shiled to do this?? Then maybe you can also down the road mod a few shields to add one more per day charge, make the shield the primary tool IMO...

I would like another non-fighter charge like the Thrust charge (http://www.setbb.com/mothsanphillia/viewtopic.php?t=1700&mforum=mothsanphillia). I like the idea of this one but it just won't work in practice because the target needs to be stationary and there's a delay between you starting to attack. Maybe if the target is healing but then it's already too late. It was useful closing the distance however. If you could make another non-fighter charge or modify this one would be great for those non-monk melees.

Herbaliz wrote:I would like another non-fighter charge like the Thrust charge (http://www.setbb.com/mothsanphillia/viewtopic.php?t=1700&mforum=mothsanphillia). I like the idea of this one but it just won't work in practice because the target needs to be stationary and there's a delay between you starting to attack. Maybe if the target is healing but then it's already too late. It was useful closing the distance however. If you could make another non-fighter charge or modify this one would be great for those non-monk melees.

Yes, or maybe make the current Thrust more useful.Perhaps the target should be rooted for ½ a second after the charger has been teleported, so you get a chance to actually swing your weapon.Have a higher AB bonus too maybe? +6?

We are just brainstorming here, so just keep the thought and suggestions coming.

I love the fact that we are brainstorming idea on this still. It's amazing to me the dedication people put into this server. But iv'e never played a charger before so my opinion is obsolete but keep up the great work ^^

-terenee- wrote:As long as you have 21 or more combined melee classes and those feat and no monk speed or smite you can get Thrust

As it should be.If we fix Thrust, as in making it easier to actually hit the target you Charge, that might be enough. Then we can keep the other Charges somewhat balanced by having the Shield Restriction.